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Found 228 results

  1. Gemini

    OPEX

    by Gemini "OPEX is a masterpiece." (Sowens) "This mod is awesome and should be approved by Bohemia." (Unknown) "You have made what I've been looking for since a very long time." (Guim's) "My friends and I are now only playing this mission." (Neall) "It's a titan work. Respect." (BingaNarko) "Thank you and go on, you're the best dude I have a poor PC and OPEX is running fantastic." (NeXoWw) "God bless you !! To be honest I've never seen someone who is so reactive and attentive to the community's feedback." (Bobzap / Sayker) "This mission is becoming so epic. I love it."(xaxa) ..... DESCRIPTION OPEX: Opérations Extérieures (External Operations) is an immersive fully dynamical task generator introducing the French Army fighting against terrorist organizations all over the world ! AUTHOR'S NOTE Bonjour ! I have to be honest, OPEX has totally be inspired by MSO from ArmA II, so all credits should go to its development team. After I tried it, I thought the idea of a fully dynamical task generator was brilliant, but there was some features that was not perfectly fitting to what I was expecting and some others that were missing. Firstly, I tried to customize MSO but I finally chose to rebuild everything from scratch. It's certainly not as good as the original one but after more than 5 years of development (yeah, really !), and even if there are still many things to do (correcting all bugs, creating versions for some other maps, adding new tasks, optimizing all scripts...) I must say I'm pretty satisfied of what I did so far. It was initially a personnal project, but I thought maybe someone else could now be interested too so I'm proud to present today the first public relase ! I hope some of you will enjoy... MAIN FEATURES SP & MP compatible Option menu at startup to customize the mission by enabling/disabling/modifying included features Mission entirely built with random parameters for unlimited replayability Let the engine select a random task or select it by yourself among various ones (patrol, defend, attack, rescue...) Additional unique tasks depending on maps, to use some of their unique features (example: searching for caves on FATA...) Fully unpredictible situations to increase stress and realism: in opposite of most of all other similar task generators, enemy strength is fully random and is not based on players numbers Many random AI activities: patrols, ambushes, assaults, kamikazes, weapons caches, IEDs... Dynamical civilian activities Civilian interactions Dynamical reputation: take care of the local population, otherwise it may rise against you Credits system to recruit AI units and to order supplies and vehicles Gain credits when performing good actions (succeeding task, destroying weapon cache, neutralizing IED, arresting suspect...) Lose credits when performing bad actions (failing task, killing civilian, arresting innocent people...) Unlock AI supports by succeeding tasks (example: rescue a pilot to unlock airstrike support) Random starting time with faster day/night cycle to simulates long time operations Improved AI friendly units: they are now able to automatically assign/unassign NVG/flashlight/silencer by themselves, depending on the daytime and on their behaviour instructions Improved AI enemy units: they are now able to board into the nearest empty armed vehicle / static defense in case of danger Optimized AI behaviour (thanks to R3F AiComTarget script) Move and transport almost every item (thanks to R3F Logistic script) Random and dynamic weather (thanks to code34 for his script - I modified it a bit so weather's evolution is now depending on world regions) Ambiance house lights and ambiance animals (thanks to TPW for his scripts) Futurist but realistic electronic tactical glasses (thanks to TPW for his script - I modified it to create motion detector and hearbeat functions) Live video feeds (thanks to BangaBob for his script) Drag injured and dead bodies (thanks to BangaBog for his script) Little immersion tweaks: light sensitive map and NVG's optimized utilisation (thanks to Viperidae for his scripts) Map gestures with nearby players (thanks to dslyecxi for his script) Customizable MP synchronized music receiver for listening music tracks into vehicles Revive & respawn systems Primary needs function: eat, drink and sleep to avoid bad effects Fully functionnal HQ: refuel vehicles, rearm, treat yourself and eat/drink/sleep into the dedicated areas Functions to deactivate/delete that usless units and vehicles to save computer/server ressources Semi-persistent mission*: you can save your progression between each task Compatible with Zeus Compatible with additional mods (ACE3, TFAR, ACRE2, bCombat, ASR AI3, Winter 2035...) French and English localizations And much more ! HOW TO INSTALL OPEX ? For this video, please do activate subtitles to get more detailed information. VIDEOS PICTURES GAMEPLAY SERIES [FR] MrRatSuper [FR] TypeX [FR] Faiavan INTERVIEWS [FR] RackBoy REQUIRED ADDONS / DEPENDENCIES New ! Altis and Tanoa versions of OPEX are now playable WITHOUT ANY MOD (but be aware, in this case some features are disabled) ! In a perfect world, I wish I could avoid gamers to download any addon or mod. But as the main goal of OPEX is to bring a fun and different ArmA experience, and if you are getting bored to play as a US soldier, take some time for downloading these files (most of them are used by a large part of the ArmA community by the way): Download all required addons with only one click by subscribing the official OPEX mod collection on Steam. Download all optional addons with only one click by subscribing the official OPEX extra mod collection on Steam. Note that OPEX is compatible with: ACE3 Task Force Radio ACRE2 Winter 2035 COMMUNITY FEEDBACK Don't hesitate to share your feedback, your suggestions and to report all bugs you may have encountered here on the official BIS forum, or on Steam. KNOWN BUGS/ISSUES (any help is welcome !) Picture pictures\overview.paa not found at startup when joining server despite the picture is present in the mission folder, I don't know how to fix this. Ambient civilian vehicles are sometimes spawning on buildings (so they explode) when playing on some unofficial maps. It seems to happen because some ArmA I / ArmA II buildings are not recognized by the engine ? The armory may take some time to initialize ion MP (you may see a few weapons or objects flying at start-up). Just wait a few seconds, everything should automatically move on the walls (maybe a server sync problem ?). Ambient AI animations may sometimes be weired when playing on MP TO DO LIST (Extreme prioriy): fix all bugs reported by the community (High priority): add many new tasks (High prioriy): create version for many other maps (High priority): always reduce addon dependency as much as possible (Medium priority): add more details to briefings (Medium priority): add notes and tips (example: how to use tactical glasses...) (Medium priority): optimize and tweak all scripts and functions (or better: rewrite everything because so many time has passed since the first code I wrote !) (Low priority): correct current localizations and add new ones (will require some translators !) (Low priority): create more information for each civilian (date of birth, adress, job...) via setVariable command in Gemini_fnc_civilianInteractionsBehaviours function, so scan interaction could be more interesting (Low priority): maybe replace current units and vehicles with more realistic ones when they will be available (OFrP ?) SPECIAL THANKS Bohemia Interactive, for the best military games ever (OFP/ArmA serie) code34 and MSO/PO3/ALiVE developpers, for the dynamic/random mission concept Kamih, for the first MP tests during the early development HeroesandvillainsOS, Vengeance1, Scimitar and Sumsun93 for their precious feedbacks BangaBob, for the live feed and drag body scripts Binesi, for the defend/patrol tasks scripts code34, for the dyamic and MP compatible weather script dslyecxi, for the ShackTack Map Gestures script KC Grimes, for the building occupation script Killzone Kid, for its optimized random position script R3F team, for their Logistic and AiComTarget scripts Seth Duda, for its towing scripts TPW, for the hud, houselights, streetlights and animals scripts Viperidae, for the Little Immersion Tweaks scripts Meh44, for the Russian translation Tonic, for the Virtual Vehicle Spawner script All addon and mod makers whose creations are used in this mission: ACE team, ACRE team, CBA team, CUP team, Icebreakr, James2464, Keeway, Minimalco & Robster, Nkey, R3F team, RHS team, X-Cam team And fore sure, thanks to all the OFP/ArmA community for thinking, creating and sharing so many brilliant additionnal content If I forgot to mention someone, please excuse me and contact me ! SPECIAL DEDICATIONS To the old OFP french community, that participates to give me the passion for this game: bobmoran Chris Young DieAngelo Drakkhen Ei8ght Flashpointgamer Hôpdeux horrido Karax Lodu Nico Occitania Renaud SoldierIsNotHistory SPQR uiox Wolf_51 Xela89 And above all, many many many thanks to my wife, who is so patient and comprehensive every time I am only thinking about scripting ! IN MEMORIAM This mission is dedicated to the memory of Faiavan (1979-2018). DON'T FORGET TO RATE IT ! If you enjoy this mission and want to motivate the author to keep it up-to-date, please click on the 5 stars on the top of this web page and on the thumbs up button on the top of the Steam web page ! DONATIONS If you would like to support the author's projects, you can also make a donation via PayPal by clicking here. CHANGELOG * Please keep in mind that OPEX may be more or less often updated in order to enhance it. If you play it, do it at your own risk, please do not complain if a saved game is lost because of an update. DOWNLOAD FROM STEAM WORKSHOP (highly recommended to ensure you have the latest version): >>> OPEX: Opérations Extérieures (full mission collection) FROM ARMAHOLIC (not recommended - for expert users only): >>> OPEX: Opérations Extérieures (full mission collection) FROM MY WEBSITE (not recommended - for expert users only): >>> OPEX: Opérations Extérieures (full mission collection) Enjoy !
  2. Jigsor

    BMR Insurgency

    by Jigsor Fully JIP, MP, Dedicated and Hosted Server compatible. Performance has been a big factor in developing this mission. It should play well on a modest server. What is the difference from this Insurgency compared to traditional Insurgency? The primary difference is that Intel is not dropped when killing certain Insurgents. Rather, it is spawned in random buildings. Small black markers indicate Intel Locations on the map. You can choose hide the markers with lobby parameter. Minimum Required Mods: None (Altis, Stratis Tanoa and Malden versions). Current supported Islands requiring components of Community Upgrade Project - Terrains Complete : Sarahni Takistan Zargabad Fata G.O.S. N'Ziwasogo Fallujah G.O.S. Al Rayak Napf Napf Winter Saint Kapaulio Lingor Dingor Xcam_taunus Clafghan Staszow Anizay Song Bin Tanh Rosche Germany Stand Alone Islands: Kunduz Afghanistan Bornholm Mogadishu Diyala Lythium I recommend trying default lobby parameters first then tweak from there if needed. Please report any problems on this thread. Developed on A3 engine 1.96 Stable Mission Pack Download latest stable version 1.50: updated 12/07/2019 https://www.dropbox.com/s/jfbwfq8wmmhdlkq/BMR Insurgency.zip?dl=0 GitHub: Main Build Altis All other builds' file differences Mission Pack Download Armaholic mirror: http://www.armaholic.com/page.php?id=26372 (this version is out of date until the Devs at Armaholic get new site up or Big returns.). looks like never.. Version Variants: Mods: Situation: Ingame Game Settings: Support: Vehicles: Respawn: Objectives: Features: Known Issues: Credits: Pro Tips: Mission Parameters Overview: Changelog: Guides: I hope you enjoy the missions and as always, I appreciate any feedback. Jigsor
  3. Official thread of Patrol Operations for Arma 3 A mission Game mode developed for the RV engine, Patrol Operations is a dynamic, random mission generator that is great for both mass public play and clan tactical gaming. Missions are randomly dynamic, with enemy force strength scaled to match the number of players connected so as to challenge players appropriately. Version 3.1 03/2014 Download: roy86.com.au Supported Languages: Czech, German, English, French, Polish, Portuguese, Spanish Patrol Ops 3 is covered under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Version 4.0 Nov 2017 Status: Beta Supported Languages: English Credits & Special thanks: Online Combat Battalion Australia (OCB.net.au), their support and testing has been vital to the success. Australian & New Zealand Tactical Community (ANZTAC.com Bohemia Interactive Studios for the Arma Series, code and functions BON_Inf for Code and Inspiration from his missions and scripts KillZoneKid for Code and Inspiration from his tutorials Shuko for Code and Inspiration from his awesome Task System and Position Scripts Kegety for his spectator scripting XENO for Code and Inspiration from Domination and setting such a high standard R3F for Inspiration from their Arma 2 Logistics Scripts Tonic for the Virtual Ammobox System Tajin for the Helmet Camera Scripting aeroson for his detailed loadout scripts cobra4v320 for his HALO scripting Kronzky for his string function library SaMatra for help with UI Resources Dslyecxi for his Paper doll giving insight on how to detect item types. Tankbuster for his code and Inspiration from Domination [TcB]-Psycho- for his adaptation of Bon_Inf Injury System IGI_PL for his IGILoad Logistics Scripts Language translations: EvroMalarkey, Senshi, GranolaBar, Ophelian, Rydgier, Caico1983, BIG (Armaholic) Any and All ArmA community members for support, inspiration and solutions that have helped build this
  4. Overthrow is a dynamic [SP/CO16] revolution simulator campaign built for ARMA 3. Description: Overthrow simulates undertaking a grass-roots revolution against an oppressive NATO occupation of your home. Altis, Tanoa (Apex required of course), and Malden are currently supported. Start in a in a small town with nothing, and fight your way to remove the occupying NATO forces from the Island. There is no single way to Overthrow, which is what makes it exciting and unique. Head on combat, guerrilla tactics, or economic domination are all possible. ACE and CBA are required, and Advanced towing is integrated. Our overall focus is to ensure that all player actions matter, and that things behave generally as you would expect them to in the real world. It was inspired by the great times we had playing the original "Antistasi" dynamic campaign. We would love you to help us test our mod, and help guide future development. Updates (24 July 2017): APEX no longer required, and an Altis, Malden campaigns have been added. Get ready for more community-map additions soon! Current Version is 0.7.5.3, released 15th July 2017. Updates are coming out frequently as new features are added and fixes completed. To install: - Steam Link --> http://steamcommunity.com/sharedfiles/filedetails/?id=774201744 - GitHub (download full source) --> https://github.com/jabberzac/Overthrow To get in touch: - Facebook (general help and chat) --> https://www.facebook.com/armaoverthrow/ - Discord (keep Armazac company) --> https://discord.gg/QGQ5gf4 - GitHub (report issues / view wiki page) --> https://github.com/jabberzac/Overthrow/issues - Reddit --> http://reddit.com/r/armaoverthrow General features: - GTA-inspired wanted/stealth system - Dynamic political system with regional stability - Buy and sell just about in any-game item/vehicle/weapon for currency - Reverse engineer and build items and equipment for your revolution-machine - Complete jobs to gain faction reputation and access to blueprints for valuable equipment - Capture towns and military objectives - Dynamic economy/Regional pricing/Trade - Buy, sell and lease real estate with prices affected by regional politics - Fast travel to any owned real estate or camp (configurable with difficulty settings) - Manipulate the markets with guns or piles of cash - Recruit and arm civilians - Designed to work in both single player and multiplayer - Committed to creating a living and breathing landscape where anything can happen - Ongoing development and addition of features - Support for more maps planned This addon includes the following scripts: - VCOM AI - by Genesis92x - http://www.armaholic.com/page.php?id=25381 - Advanced Towing - by Duda - http://www.armaholic.com/page.php?id=30575 Warm Regards, Foofski and the Overthrow Dev Team
  5. fn_Quiksilver

    Apex Framework

    ArmA 3 Apex Framework Version - 1.1.8 (19/08/2019) Compatibility - A3 1.94 Download (Github) Support (Discord) Email - armacombatgroup <at> gmail Documentation (Github) Donate (Patreon) Enjoy ______________________________________________ Terrains: Altis Tanoa Malden 2035 Livonia Mission Types: Invade & Annex: Apex Edition. Classic I&A style mode. Sector Control. Domination-style Sector Control mode. Campaign. Insurgency-style campaign mode. Custom. Disable the objectives and use the integrated systems (including advanced Zeus systems) to support your own custom content. Gameplay: Edited Raw Features: Advanced AI behaviors: suppressive fire, building clearance, logistics & helicopter use, dynamic close air support & mortar support, regrouping, automated medics, vehicle repair, demolitions, house/building suppressive fire, stance adjustment, inter-squad communications, evasive behavior, attack & defend routines, tactical commander, organic intel gathering to decide where to commit soldiers & resources. tracer rounds to make battlefield more visceral, custom jungle spawning & patrol routines built for Tanoa. Ambient civilians and wildlife. Custom wildlife and civilians at missions, using high-performance techniques to ensure they don't reduce FPS. Geo-typical dynamic weather. Weather for Altis/Stratis/Malden taken from Lemnos data, Tanoa weather taken from Fiji data. Persistent and full yearly cycle. Storm simulation & fog reduction. Dynamic day/night cycle. Accelerated nights, accelerated noon, slowed down at dawn & dusk. Cinematic AO lighting on dark nights. Persistent and full yearly cycle. Dynamic missions. Players can create tasks and objectives for each other. Recruitable AI. Players can recruit AI to help with the fight, either as engineers, fire support, fully integrated automated medics, etc.. Wide range of enemy weapons. Enemies use a wider array of weapons that those defined in config. 70+ custom player interactions. Intuitive and custom player interactions using the action menu (familiar to veterans and newbies alike). NEW! Custom In-Game Role Selection Menu System. Change role or faction without aborting to the lobby. Custom menu system. Menu system supporting custom buttons, player options and link buttons to your community website. Full difficulty scaling by player population. Dynamic AI difficulty. New and interactive side missions. Custom Zeus systems. Keybindings (numpad) to support on-the-fly Zeus missions, including garrison, patrol, attack, suppressive fire, player revive, unit incapacitation, and hunting/stalking logic. Custom Virtual Arsenal. Use either the custom whitelist or blacklist to set up what gear your players have access to. Custom medical system. An intuitive and simple medical system for public server play, not buggy! Revive, stabilise, medevac, carry, drag, load, unload, ambulances, field hospitals, AI revive. Custom MOUT operations. urban warfare AOs for Tanoa & Altis. Player damage modeling. Dynamic damage modeling to make playing against AI more fun. Admin tools. Admin tool menu with a range of options for moderators, admins and developers, including a custom dev terminal. Anti-cheat. A proven anticheat custom-fitted into the mission, caught about 30 cheaters on the development server over 16 months. Anti-troll. A system to resist and counter common forms of griefing. Restart schedule. A custom restart schedule built into the mission to provide graceful restarts, reminding players which server they are on and time-until-restart. Helmet-cam live feed. Players at base can watch a live feed of operations. Enemy capture. Capture enemies and imprison them. Blue Force Tracker. High detail blue force tracker system with dozens of configurations, including custom enemy info on the map display. Earplugs. Squad radar HUD. Visibility & View Distance menu. Magazine repack. Backpack locking. Parajump backpack-to-chest. Explosives charge 'attach to surface'. Gameplay Leaderboards. Track transport pilot effectiveness, top medics and other objective-based metrics. Semi-persistent (weekly ladder). Dynamic Simulation. Server-side dynamic simulation and client-side optional dynamic simulation to improve FPS and performance. Logistics, Towing, Hauling & Mounting, Carrying & Dragging. Custom system to facilitate towing, and mounting of static weapons to suitable vehicles. Also linked directly to ingame Vehicle-in-Vehicle system for seamless logistics. Enhanced Slingload rope controls. Adjust rope length during flight and seamlessly attach Taru pods to Taru helicopters with simple controls. Active Protection System for armored vehicles. Based on Israeli "Trophy" and Russian "Afghanit" systems. Forward Operating Bases. Forward operating bases built directly into the framework, with logistics tasks, respawn tickets, vehicle respawns, ... Aircraft Carrier (USS Freedom). Dynamic aircraft carrier can be toggled on and off with a mission parameter, spawns at random locations, fully supported with vehicle respawns, player respawns, optional defensive turrets, and field hospital mechanics. Destroyer (USS Liberty). Dynamic destroyer can be toggled on and off with a mission parameter, spawns at random locations, fully supported with vehicle respawns, player respawns, optional defensive turrets, optional naval artillery, and field hospital mechanics. 40+ Custom object compositions. Many missions spawn custom scenes to add a fresh and replayable element to the missions. Custom vehicle & uniform skins. A variety of custom and realistic military skins created for this framework. Monetization solutions. Servers cost money, so we have put in solutions to reward players for donating. Custom cosmetics system for patches, uniforms and vehicle skins, and whitelisted lobby roles. Monetization license. You may use this framework on monetized servers. Highly polished. Considerable time spent polishing and ironing out bugs and rough edges, a necessary part of professional development missing from many other mission offers. Performance. Surprisingly high FPS (both client & server) for the amount of action going on, smooth and doesn't stutter. Change Log: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/documentation/_Change Log.txt Mods supported: Blastcore Edited (standalone) by Opticalsnare JSRS soundmod by LordJarhead Mods integrated: Advanced Rappelling by duda Mag Repack Custom skins (third party designers): A sample of the vehicle & uniform skins that come as a separate content pack for use with the framework, purchased from third-party designers. Notes: Do not use AI mods like VCOM and ASR. There is an AI system built directly into the framework. Youtube development channel: https://www.youtube.com/user/QuiksiIver/videos License: Monetization permitted APL-SA (you have permission to modify and publish the modified version for others to download/use).
  6. [COOP] Vindicta (Alpha) I'm very excited to show to Arma community the scenario we have been working on for more than a year. This all started several years ago inspired by the amazing Antistasi scenario made by @barbolani. The main goal was to make a large scale guerrilla-themed mission with main focus on simulation of all resources controlled by enemy side. For me personally it has been a great journey through topics such as AI, multiple programming languages, software architecture concepts, Arma addon creation, collaborative code development, and many others. Allright, enough for that, let's get to mission features. Main features Dynamic game world. At game start everything is relatively peaceful and not all outposts are occupied by enemy, players can travel around without opposition. Persistence of all units at all garrisons and locations (outposts, bases, roadblocks, and so on). As player activity rises in specific area, commander AI will react by deploying quick reaction forces (QRF) and patrols, occupying outposts, constructing roadblocks, and more. Players start only with handguns and slowly build up their guerrilla movement by capturing equipment and by recruiting civilians. Intel discovery: actions planned by the enemy commander AI can be discovered by players through intel items or radio interception. Players can use this advance knowledge to intercept supply convoys, patrols, and attacks. Since all enemy logistics are calculated, guerrilla tactics are the most effective way to reduce enemy forces and to deplete enemy supplies. For instance, destroying enemy transports will force enemies to either counter-attack on foot or to send support from elsewhere, until transportation is resupplied from another outpost. At the start of a new campaign no enemy locations are known to players. They can be discovered by talking to civilians or by scouting. A multi-level AI system which controls AI behavior from commander level down to unit level. Undercover functionality, which calculates "suspiciousness" of players based on their behavior, clothes, stance and visibility in vehicles. Players can deploy as many camps, outposts, and roadblocks as they need if they have enough resources. The enemy can also capture those locations. Campaign customization: you can choose factions to fight against, and the initial number of enemies. The "unit virtualization system" coupled with AI of units: AI units despawn if they are too far away from enemies or players, but are still able to perform their actions "virtually". This also drastically reduces the chance of AI units getting stuck while attempting to reach the enemy. Links The releases can be downloaded from Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1964186045 Our GitHub page: https://github.com/Sparker95/Vindicta Credits Authors: Sparker - OOP, core framework, AI. billw - OOP enhancements, Commander AI, tools. Sen - Tools, map design, addon development, several AI actions. Marvis - Design of graphics and UI appearence, undercover system, map design. Jeroen Not - Limited Arsenal, tools, civilian presence and civilian dialog UI. Sebastian - factions, custom unit loadouts. Special thanks: Barbolani, the author of Antistasi, whose work hugely inspired us to develop this. Stef from Antistasi community, for sharing lots of ideas for this and other projects. Used 3rd party SQF components: GPS by AmauryD - https://github.com/AmauryD/A3GPS Huge thanks to these developers, without whom SQF development would have lasted several times longer: Arma Debug Engine and Arma Script Profiler by Dedmen Miller (https://github.com/dedmen/), which has saved lots of time by providing proper SQF debug information in game. SQF-VM by X39 (https://github.com/SQFvm/vm), which has let us simulate a large portion of our code without running Arma. Big thanks to developers of these tools: KP Liberation builder - https://github.com/KillahPotatoes/KP-Liberation/tree/master/_tools gulp-armapbo by winseros - https://github.com/winseros/gulp-armapbo-plugin Arma3 AddOn Project template by ACE team - https://github.com/KillahPotatoes/KP-Liberation/tree/master/_tools SQDev by Krzmbrzl - https://github.com/Krzmbrzl/SQDev SQFLint by SkaceKamen - https://github.com/SkaceKamen/sqflint VSCode_SQF by Armitxes - https://github.com/Armitxes/VSCode_SQF
  7. UnfinishedBusiness is a dynamic and random survival multiplayer mission with PvP elements for 1-20 players. Well, wat? Let me explain 🙂 You are starting as one coop group and will try to accomplish the mission. This group will be the main story line for the entire mission. If the group will be eliminated, the mission will end immediately. Players who will end up being killed however are not just supposed to watch and wait. They will be assigned to a different fractions and will be helping or resisting the main group. The more players are involved in the mission -- the more fun you will get. Teaser Download Steam workshop: BREZBLOCK: UnfinishedBusiness Pulau 20 CooP Briefing Following the death of the former dictator, the Pulau National Guard (PNG) has broken up into several gangs, which are conducting situational battles over the cities and villages. Under the guise of a "peacekeeping operation", the Army of Sahri (AOC), led by General Puhlo Pu, started an military invasion. A ceasefire decision is currently in effect. West Special Task Force should ensure the security of civilians and to facilitate a peaceful resolution of the conflict. Getting started Following MODs are required: * Pulau Following Game play MODs are optional: * CBA_A3 * ACE * ACEX Following Fractions MODs are optional: * CUP Units * CUP Vehicles * CUP Weapons * CUP ACE3 Compatibility Addon - Weapons * CUP ACE3 Compatibility Addon - Vehicles Following Radio MODs are optional: (choose only one) * ACRE2 * task_force_radio Steam Collection (full pack): BrezBlock: UnfinishedBusiness (full pack) Contributing You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on Github. Please comment on issues if you want to contribute with, to avoid duplicating effort. Source code location: https://github.com/brezerk/a3_missions/tree/master/mpmissions/UnfinishedBusiness.pulau
  8. Author: JTS Introduction Open world post-apocalyptic cooperative mission with a story line. This is the continuation of Virus X - Scientists & Virus X - Antidote. Search for food, ammo and weapons to survive. The nights are dark and the weather is hostile Description August 15, 2028. 5 years have passed since the last stalkers made their way to Chernarus to find their comrade who survived after being bitten by an infected. The survivor was rescued and successfully delivered to the military base of the Russian Federation, which is located near Chernorussia. Everyone hoped that he was an antidote that would help to destroy this aggressive virus. However, the blood of the survivor could not destroy the virus, but only weakened it. The military created a special fluid that was sprayed with helicopters all over the island. Now, most infected people are weak and move very slowly. But most importantly that this fluid destroyed the most dangerous type of infected - demons. So now at night you can move much safer. Not long time ago a group of soldiers on their special mission found secret documents about patient zero, who was the source of the virus. It revealed that patient zero was transported several times from hospital to hospital at the time of the outbreak. A group of experienced stalkers who work with the military and have been in infected Chernarus more than once have been tasked with finding a patient zero and taking blood samples for research as well as collecting all data about patient zero and leave Chernarus Features - Inventory (Virus X - Antidote, modified) - Dynamic weather - Day/Night cycle - Toxic rain, which depends on the weather - Story scenes - Extended car driving (Camera shake when driving. The strength depends on speed and what type of surface you drive) - Visual task-waiting function (Task starts when all players are in the task area) - Custom task system - Highly modified 'ravage' settings - Custom loot system (Virus X - Antidote, modified) - SP & MP compatible - Compatible with JIP - Save-game support - Push object function - Ability to drop an item from inventory (Virus X - Antidote) - Post-soviet color correction - 2 localizations: English & Russian - Random start-location Notes - Not working on dedicated server - In ARMA 3, loading mission from a save does not happen the way you think - Correct way to load saved game: Go to lobby (Here you see players in slots), go back to mission list (Here you can see and select island), select Virus X - Patient Zero and press 'Continue' button - Incorrect way to load saved game: Go to lobby (Here you see players in slots), press 'Continue' button - Use correct way to load the game from a save. Otherwise you may get the slots lost - Use J button to to open tasks - There are 2 actions when you loot objects: First is from ravage mod, called ' Search' and second is Virus X, called 'Inspect'. So don't forget to check if this action is available - It is recommended to enable music in your game settings - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI (like ACE) - Be sure you disable all not needed mods before you start the mission (Mission will be disabled if using prohibited mods) - To avoid problems, it is recommended to run the mods in a specific order (See steam workshop) - Recommended monitor settings: 1920x1080, 16:9 - Recommended In-Game UI settings: (UI Size: Normal) - Be careful when pushing objects. Arma doesn't like when you play with its physics - Don't forget to save the game before leaving the mission - If host-player die - the mission will be failed - If you're a client and you got killed, it is better to load saved game. Otherwise the slot is lost - You can't save the game when you , for example: Driving a car, in a story scene or toxic rain is in process - 3 players in cooperative mode - Sometimes, when you load the saved game - an error may appear. This is some kind of protection against the uknown wind bug that happen on Chernarus. Just follow the instructions and you're good to go Credits & thanks Urban (Mission testing) LinkinPunk (Script testing) ALIAScartoons (Monsoon script, Tornado script) Asaayu (Abandoned Roads script) Screenshots Requirements - CBA A3 - CUP Terrains - Core - CUP Terrains - Maps - CUP Weapons - CUP Units - CUP Vehicles - Ravage - PLP Containers - MrSanchez' Headlamps Download (Steam workshop) Download (Armaholic) (Recommended)
  9. KP Liberation for Arma 3 Overview: The area has fallen to the enemy and it is up to you to take it back! Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all capitals across the region. Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. Build the FOB of your dreams with an in-game "what you see is what you get" system. Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. Combat aggressive and cunning hostile forces who react and adapt to your actions. Monitor and work alongside, or against, independent guerrilla forces. Learn that every window is a threat thanks to the custom urban combat AI. Accomplish meaningful secondary objectives that will benefit your progression. Never lose your progress with the built-in server-side save system. Introduction: As promised I have continued the Liberation mission originally created by @zbug and in turn started a new thread for this continued version so that the old thread would not lead people to the old GitHub page, as any new links would be lost deep inside many pages. I will update this thread with all new information and the correct links will be shown within this post always. If you encounter any bugs or issues (and there will be some) please report them here at Github and not just here at our Discord or here in this thread. That would a great help to me as it will keep a good overview of any reports. I really hope that @zbug will return in the future but if not, let’s keep this mission running with community support. Join us on Discord: If you like, you can head over to our Discord. Please post any large issues and bugs on GitHub, because that way I've much more of an overview about reported problems. Get the Mission: Download the entire mission collection here from Github. Download prepacked missions here from Github. Download prepacked missions here from the Steam Workshop. Changelog: The License (MIT) Copyright (c) 2015 GreuhZbug, Wyqer Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANT-ABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  10. I made this ages ago. Neglected to upload it to the workshop somehow. Its a remake of the brilliant BIS Tac Ops mission of the same name - so perhaps a massive spoiler alert if you haven't played through the DLC campaign. It is not a like for like facsimile, and the story is adjusted to be a continuation of At What Cost. Having said that you don't need to own any DLC. All the assets used I believe are platform assets. The mission was created for zeus-community using 2600K's fork of the F3 Framework which means that its packed full of features and parameters to play with such as weather, ZGM module for admin, safe start, JIP, drop in drop out radio channels, You don't need 61 people - I've left the AI slots open, so you could run this 'full' with as few as 8 people all the way up to 61. The mission briefing is laid out below. It is up to whoever takes the Commander slot to come up with a plan. Subcribe at the Steam Workshop Page. SITUATION The AAF has begun its crack down on the population of Altis. Your Company is assembled from civilians and a portion of the Altis Armed Forces who refuse to take part following the disgusting treatment of IDAP volunteers and the bombing of Zaros a few months ago. A local AAF militia force has fortified Galati and is using its check points to tax and harass the movement of goods, civilians and aid. We just got word of an IDAP supply convoy that has been prevented from moving north to Abdera. If we could secure this the treasure inside could easily keep our forces supplied for a couple of months. OBJECTIVES Take Galati and liberate the blockaded aid convoy. Ensure casualties are kept below (parameter selectable) percent. SPECIAL TASKS Galati is protected by three Check Points - Golf, Hotel and India. The town's garrison will likely call reinforcements from Sytra and Athira at the first sign of attack. If we were to assault and hold Hotel and India we could use the defences there to hold off any counter attacks from the AAF armored platoon at Athira and Syrta's mechanised forces. Once safe on the flanks we'll be able to move on the town, eliminate every last one of those bastards and call in our reserves to move the supplies later once the fighting has stopped. FRIENDLY FORCES Commander at your disposal you have: COMMAND GROUP A 2IC - keep him as your medic or put him in charge of a thing. 1st and 2nd Platoon Commanders - If you so wish to divide your forces these roles may be very useful. I would recommend that you use the extended Radio Channels to allow distinct leadership roles or groups to communicate without jamming the airwaves. Are your IFVs all moving together? Have the Command element in charge of them and the Vic Commanders all join a channel together. Are Alpha and Bravo moving together and supporting one-another and moving with one of the IFVs? Have their executive officer and SLS in a common channel. Need an intercom between Vic and Squad? - Put a squad member in charge of comms with the vic and hop on the channel. You could also give the mortar team a direct link to an assigned person in charge of calling fire missions in the Company or each platoon, squad or fire team. Remember that utilising these channels makes the yellow CO channel a way of address all Command elements and may mean talking over another radio channel in use. Another top tip is to record who is on which channel on the map for easy reference should someone need to get in touch and temporarily join the correct channel. RECON Romeo and Juliet - two 2 man teams with quad-bikes for deployment. Each team has a small supply of explosives for sabotage and a limited supply of .408 ammo for very long range engagements. Note they start away from the main force. INFANTRY Alpha, Bravo, Charlie and Delta - four 10 man squads of varying competence and ability. To get about they have a variety of unarmed re-purposed vics ranging from off-roads and 4WDs to trucks and vans. AFV-4 GORGON IFV1, 2 and 3. - When our men left the AAF they brought with them their tax payer funded tools! The three Gorgons are distinguished from their AAF counterparts by their camouflage. Each IFV has a cargo capacity of 8 men so use them as impromptu transports as well as infantry support. Remember these things are glass cannons. They, like the infantry, need cover and concealment in order to last the rounds. SUPPORT Mike - Mortar and Vehicle Rearm. Use the mortar team as a back of house resupply and support contingent. Their vic will also rearm our IFVs. ENEMY FORCES The AAF still have many recruits and some commanders have seen the benefits of becoming local warlords. Expect heavy resistance in the town and QRFS to come from the East and West to support the check points and Galati.
  11. Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1979428795 MISSION Survive each wave of enemies, that gets harder and harder each wave. Vehicles and snipers spawn in the later rounds. Earn cash from killing enemies that you can spend on upgrading your base, pop-a-perks or support. If you die, you can't respawn until the end of the wave. If all players die, the wave is lost and resets. FEATURES Customize your game with parameters Choose to fight against the AAF (Default), CSAT, NATO, FIA, Syndikat or RHS Russians. virtual arsenal (unlocked at wave 3) revive, spectator custom base and arena unlockable support (UAV recon, laser guided missile, mortars, artillery, carpet bombing) custom level system and base unlocks enemy body armor and vehicles level up each wave enemy helicopters spawn with snipers on benches weather and time changes every few waves (customizable) custom music and sounds SUPPORT Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes after wave 15. You must keep your laser designator on the target until the missile strikes. (There might currently be a bug that removes the missile if you turn the designator off). Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down fire from above. UAV Recon - All hostile units will be marked for the remainer of the round. These markers will update every few seconds to track enemy movement. Rearm - Reapplies last loadout that was equiped when arsenal was closed. Invisibility - Makes enemies ignore you until the timer expires. God Mode - Makes you immune to damage until the timer expires. POP-A-PERC SHOOTER PERC - Lowers weapon sway and recoil. Located near the box at spawn. CLUTCH PERC - Speeds up how fast you revive teammates. Located near the hospital. SPEED PERC - Increases your movement speed. Located on the ground near the main tower. BEAST PERC - Increase how much damage you can take. Located at the top of the main tower. TIME CYCLE (Default of 3 waves per level but customizable) Morning Noon Evening Night Night (Dark) Morning WAVE UNLOCKS Wave 2 - Heal (Support Menu) Wave 3 - Virtual Arsenal Wave 4 - Rearm (Support Menu) Wave 7 - UAV Recon (Support Menu) Wave 8 - Medical Healing Building Wave 9 - Invisibility (Support Menu) Wave 10 - God Mode (Support Menu) Wave 11 - Mortars Wave 15 - Laser Guided Missile Wave 17 - APC at base Wave 20 - Artillery Wave 23 - Tank at base Wave 25 - Carpet Bombs CREDITS HUGE thanks to @Larrowfor help with heli waypoints and the support menu prices. Also a huge thanks to @killzone_kid for help with the action for buying towers. Big shouts out to Daxx for the arena compositions Thanks @austin_medic and @lsd for their composition packs Thanks @shukofor the random position script Thanks @kibot for the support scripts from DUWS Thanks @wogz187 and @pierremgi for help on the forums Big thanks to Phil, Bruno and Porte for all their patience during testing. Custom images, sounds and music by @JR Nova. REQUIREMENTS None but choosing an enemy faction of RHS Russians requires RHS AFRF and GREF BUGS Sometimes an AI group will spawn and not move. If this happens, either you can use the UAV to find and kill them or use the action on the debug laptop at base to advance the level. No cash reward from destroying vehicles sometimes. NOTE: You don't get the bonus for completing the wave if you advance with the debug laptop. CUSTOM FACTIONS To use custom factions, open classNames.sqf and scroll down to "case (6)". You'll need to enter the classnames for enemy clothes, armor, weapons & vehicles. You can add as many items as you want or one, but the arrays can't be left empty or there will be errors. WANT TO HELP? Github repo: https://github.com/novakoda/Alamo Could use some help with adding GUI and any features, suggestions, code optimization, etc.
  12. Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. What's Included in DCG? Modularity Save/load functionality Occupied cities with patrolling and garrisoned enemies Scaling enemy strength Dynamically spawned patrols Enemy static emplacements and sniper teams Populated cities Civilian interaction Roadside IEDs Dynamically spawned civilian traffic Hostile civilians Terrain based animal spawns Approval system FOB construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission template How Do I Use DCG? The latest version of Community Based Addons is required on the server and client. Server Setup Extract the DCG and CBA zip files to the server's Arma 3 folder After extracting the files, @dcg and @cba_a3 should exist in the server's Arma 3 directory To configure a mission for DCG, take a quick look at Setting up a DCG compatible mission If you wish to customize DCG's settings, check out the Settings Framework Can I Contribute to DCG? Dynamic Combat Generator is open source and hosted on Github. Feel free to fork the repository and submit a pull request. Teamwork makes the dream work!
  13. VERSION INFORMATION Version : 1.72 Release date : 19 JAN 2020 Arma3 Version : 1.96 Vol 2 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.72 Updated: Reverted all AI skill to default skill. Updated: Most mission scripts for further performance improvement. Updated: Applied ADF 2.20 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 1 via Mega: https://mega.nz/#!tMhQWYYY!P4rTi3BBSnZLMnkrwQ-gt3aqqCt26hEQa-q79828Lgw [v 1.72] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/#!FJwERQQb!jKBwfGbLiNmpnqAnNT_66UQrw9P9A7-hnXWvoej_v0s [v 1.72] Download via Armaholic: http://www.armaholic.com/page.php?id=25634 [v 1.72] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.72] REQUIRED ADD-ONS None. OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 01 - THE PACKAGE - Our area of operation lies north of Athira. JSOC expects a HVT to arrive and inspect the CSAR Frini base tomorrow. Wolf will eliminate the HVT once he arrives at the base. Due to the sensitive nature of this mission, detailed objectives will be given on a need to know basis once you have reached the RV. Our local on the ground will do an extensive briefing. DAY 02 - KAJMAN FIRE - CSAT has taken over the Abdera Airfield and turned the airfield into a helicopter base. The base is home to the 127 AAC Squadron with 6 or 8 Kajman Attack helicopters and to the 17 Air Support Group. The Kajman is a formidable opponent and can do some serious damage to the upcoming campaign. About one kilometer north east lies the village of Krya Nera. This used to be a little fisherman's village until CSAT stationed a small fleet of attack vessels there. Primary objective: Abdera Airfield, sabotage all Kajman Attack helicopters stationed at the airfield. Secondary objective: Krya Nera Naval Base, take control of the Naval Base and wait for further instructions. DAY 03 - SWITCH OFF - CSAT's primary communications station is situated on the outskirts of Kavala. It is essential we disrupt communications before we commence the NATO invasion. The nearby power station provides power to the Kavala region, including the communications station. We need to take both out in order to be sure that CSAT's ability to communicate is disrupted. Primary objective: Sabotage the communications station. Secondary objective: Sabotage the power station. DAY 04 - TOP SCREEN - CSAT's propaganda campaign is out of control. Their fear and retribution series broadcasted on television and radio has caused grave concerns both locally and abroad. We need the local populous on our side once the invasions commences. We need to shut down the Altis Broadcasting Company (ABC) in the Capital of Altis, Pyrgos. Sabotage the ABC headquarters. You'll be filled in on the specifics once you are close to the objective. DAY 05 - BULLSEYE - Maj. F. Kallaziz's replacement has arrived in Pyrgos, Maj. Farrokhzad. We know very little about Maj. Farrokhzad. According to Niko, the major has already made his mark by having tens of civilians arrested. Supposedly there is a public hanging the day after tomorrow. CIA and MIS are working hard to get more intel about this guy. So it looks like your Wolf troops are going back to Pyrgos. Your objective is to find intel on Maj. Farrokhzad.
  14. VERSION INFORMATION Version : 1.72 Release date : 19 JAN 2020 Arma3 Version : 1.96 Vol 1 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.72 Updated: Reverted all AI skill to default skill. Updated: Most mission scripts for further performance improvement. Updated: Applied ADF 2.20 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 2 via Mega: https://mega.nz/#!5JwCEC4L!JuwdNbibejTt8ibh0eZKBsMIfzWGZu6bdb6E3Gt4-yQ [v 1.72] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/#!FJwERQQb!jKBwfGbLiNmpnqAnNT_66UQrw9P9A7-hnXWvoej_v0s [v 1.72] Download via Armaholic: http://www.armaholic.com/page.php?id=25998 [v 1.72] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.72] REQUIRED ADD-ONS None OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 06 - RIGA HILL - Intel shows a large AA-emplacement at a base west of Zoros Bay (codename 'Istanbul'). which gets its intel from a radar site a little north east (codename 'Barcelona'). Your orders are to insert west of Zoros Bay and take out the radar installation at Barcelona and the AA-emplacements at Istanbul. DAY 07 - U-12 - Our man on the ground, Nikos got captured by CSAT Intelligence Services. Nikos knows too much about the upcoming campaign. We need to break him out before they fly him back to the CSAT capital. Nikos is currently being held in a secret prison codenamed 'U-12'. It is located in Thelos Bay on the east coast of Altis. Wolf is to secure and retrieve Nikos Fotopoulos. DAY 08 - ICE TIGER - The last two weeks, SatNav has been tracking a heavy armored squadron consisting of 6 T140 MBT's, 1 x Tigris and supporting units. SatNav lost Ice Tiger due to severe overcast weather. According to Nikkos, Ice Tiger should be in the North Western part of Altis. We need confirmation on its exact location. Your orders are to locate Ice Tiger. DAY 09 - DRAGONFLY - Two days ago the 127 Republican Wing Squadron, an elite squadron of TO-199 bombers touched down at Stratis Airbase. The 13th MEU is scheduled to assault Stratis in three days. This can only happen when those TO-199's have been disposed off. We'll advise objectives and targets when you're on the ground. DAY 10 - DOBERMAN - Your last mission is a high risk mission in Kavala. We are still gathering intel. We'll brief you when you're oscar mike.
  15. After releasing my original mission in 2014, I have since been working tirelessly on this scenario privately. There are probably close to 500 hours worth of SQF code in this 1mb mission file. Your task force stationed in Anizay is assigned dynamic and complex objectives in a 5km x 5km open world. Operators will need to work tightly with their team as the majority of tasks have complex conditions such as hostage executions or explosive timers. The supported player counts are from 1-24 however 5-15 is optimal. Discord, TFR or ACRE are not required, but I very much doubt you will succeed at many objectives without a suitable method of communication. DOWNLOADS/CREDITS/TUTORIAL https://sites.google.com/view/dicemod/ includes all the information you will need to get started. I have tried to keep the mod list as short as absolutely possible whilst maintaining an authentic feel. (Current version: 2.0 - October 6, 2019) SPECIFICATIONS MISSION DOSSIER MEDIA / SCREENS CHANGELOG
  16. Gunter Severloh

    The ISIL Foothold

    by Gunter Severloh Hello Arma3 community! Here is a mission i built that i have been working on and off since November 2018: Story After a recent reconnaissance mission in Afghanistan, intel reports ISIL forces have established a foothold in the Southwestern area of Kunduz using local Afghan compounds as their place of operations. Your mission is to locate and clear these compounds, eliminate the anti air threat, destroy their ammo, fuel, Radio, and eliminate the ISIL commander leading the occupation. Screenshots Video This video is a play through for the original mission with all mods. Video doesn't represent the latest build. Download Requirements Hermes Airlift Services Mod v1.94 Kunduz Afghanistan - Fixed Doors Iraqi-Syrian Conflict - (Requires RHS) RHSUSAF RHSAFRF RHSSAF RHSGREF MISSION FEATURES General Mission Requires: Kunduz, RHS, Iraqi-Syrian Conflict, & HAS Mod Playable in Single player or Multiplayer. 4 Player Coop with Revive. 1 player teamswitch. No respawn which means when you die you teamswtich to the next available AI. You can change the AI difficulty in the MP parameters. You can change the weather in the MP parameters. You can change the time of the day in the MP parameters to Dawn, morning, noon, afternoon, dusk, and night. Friendly Assets 2 dune buggies seats 4 - (no respawn). 2 Humvee's with .50cal - (no respawn). 1 Ammo, fuel, & repair truck - (no respawn). 4 Artillery (Mortar M252) Fire missions. 6 calls for a helicopter to: CAS, Drop supplies, Transport, & Pickup. Access to Virtual Arsenal at Base to change uniform, weapons, loadout & gear. Recruit AI Halo Map, Time, & Weather Mission set on Kunduz, Afghanistan Map - (Fixed Doors version so you can open the doors). Over 50 custom placed buildings, walls, objects, sandbags, and wrecks in and around the compound areas. Change weather and time of day parameter in MP. Gameplay Soldiers randomly garrisoned in and around the compounds - (Each play through is different!) Roaming infantry patrols will seek you out if you make your presence known. Roaming .50cal Mounted truck. Random starting positions of several of the objectives. If you play solo you have only 4 lives, die with all 4 and mission ends. [h1]How long can you survive?[/h1] Play in SP and save your progress as you go or teamswitch when you die. Option to Halo/Parachute to the AO. Option to recruit AI infantry to command. Full Briefing with Tasks. Briefing, Supports, and Tasks will transfer to the player on teamswitch. 18 objectives with tasks. Use your map to locate objectives based on their description for the task. Your enemy is the ISIL forces, also known as ISIS. Player's faction is Blufor (RHS - USA SOCOM / MARSOC). Start at a large FOB and drive, or fly to the AO. Advice & Tips Know that the enemy has anti air, locate it and destroy it before flying in or calling in for CAS support. Take your time, patience and recon are crucial in surviving in this mission. Theres no wrong way to approach or do an objective, but rushing and carelessness will cost you. Check the rooftops, windows, doorways, and your corners before you make your move. Shooting your weapon will draw their attention, so shoot and scoot! You only have 4 lives if your playing solo, when all 4 are gone its mission over! Use your support Assets, they are limited but can maximize your efforts if used at the right time. Playing Coop means working together, covering the other guy, reviving/giving aid/ammo. Use the terrain to your advantage, as a long range fighter many threats can be eliminated from afar. Move to cover from cover, and look for the next position of cover for your next move. Do your recon, assess the terrain, plan your move, look at where there is cover. When in doubt throw a grenade. When the enemy has an idea or is zeroed in on your position, MOVE! Move diagonally, laterally, not straight when being shot at. Arc your doors and openings, doing so will allow you to peer the inside flanks. Close your flanks - after moving into a house with doors, close the door behind you. Dont try to outshoot an enemy that already has a bead on you, move! Use natural, and other light sources to illuminate the enemy surroundings. Dont crest hills and become a silhouette, always crawl and use rocks or bushes to conceal your shape. When searching for enemy, look for silhouettes, or shapes that dont belong, dark on sand stands out. When trying to move closer while an enemy is spotted ahead, put objects (buildings, stones, hard cover) in front of you while moving to hide your movement, and give you cover. Watch my video to see how i do it 😉 HOW TO PLAY You can find the mission under Singleplayer Scenarios on the main menu if you install the pbo from google drive, from there you can save with the game menu. You can also find it under MP Lan. Mission is meant for MP lan and server play as its a can be played solo and coop. CREDITS I want to thank the following members of the Arma community for their work/help with my mission: Rydygier - for his insights in using !ALive code, sorting out bugs with mission end. Larrow - for his code on Multiple support requesters. pierremgi - for his help with code for transferring the briefing on teamswitch. Kronzky - for his Urban Patrol Script. Sushi - for his [TOG] GARRISON SCRIPT. Simmax - for his Kunduz FOB Template which i upgraded. Rydygier & myself - for HAS - Hermes Airlift Services Mod. Red Hammer Studios - for their RHS Mod. AccuracyThruVolume - for his fantastic Iraqi-Syrian Conflict Mod. James2464 - for his original map Kunduz Afghanistan. Moser - Bon's Infantry Recruitment Redux script. Ghost - Halo script. Armaholic - for hosting the mission. ================= Changelog:
  17. ANZACSAS Steven

    COOP 1-6 Save The Platoon !!

    COOP 1-6 Save The Platoon !! Link - ://steamcommunity.com/sharedfiles/filedetails/?id=1696372535 -See Steam page for Pic- Here is a port of my "Save The Platoon" Mp mission from Arma 2 to Arma 3. This is a Ground Defence/Close Air Support mission.Players have to Save The Platoon from being overrun. Designed to be easily edited and read. If clans/groups would like to edit the mission to use mods etc just add the clan or mod tag in name. - Overview - - U.S troops are in contact with a large force.Unable to extricate themselves,Close and intense Air Support is their only chance for survival. - Factions - - U.S Vs CSAT. - Features - - Dynamic load outs for aircraft. - Custom Weather and Time of day Params at start of mission. - Increase or Decrease your view distance and Terrain Detail During Mission. - Vehicles Respawn. - Assets Available - - A-164 Wipeout. - F/A-181 Blackwasp II. - Intel - - Estimated Enemy Strength is Strong.Approx Battalion strength. - Objective - - Support ground forces in contact and save the platoon!! If you like this mission please hit the rate button with a thumbs up.:) All feedback welcome. Have fun.:) Steve. - Mod Versions - - BWI Mod T-6/PC-6. https://steamcommunity.com/sharedfiles/filedetails/?id=1921404732 - F/A-18 Super Hornet Mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1921958131 -Panavia Tornado GR4 https://steamcommunity.com/sharedfiles/filedetails/?id=1928190945&amp;searchtext= - Credits - - Mission By ANZACSAS Steve. - GOM_fnc_aircraftLoadout V1.341 made by Grumpy Old Man 17-5-20172. - Dynamic Gfx settings scripts by Bryan "Tonic" Boardwine.
  18. Direct download : https://drive.google.com/open?id=1XqYe2BydiXoGRWNWDPY2cjtTz7-67KPj Steamworkshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1711959480 !!! Mission for dedicated server!!! Video exemple : Description of the game mode : Sandbox game mode with the CSATs, the base of the mission is quite simple, enemy occupied areas (NATO) are generated randomly, once the secure area a new one will be generated randomly. Incidentally there is a small playable NATO team (5 slot) to oppose an additional resistance, thus creating more difficult and unforeseen situations. Configuration of the mission : CSAT : -Main base or all CSAT vehicles are available. -Recruitment of up to 10 AI per player. -Vehicle maintenance area. -Aircraft Configuration Zone (Pylon custom). -3 box F.O.B (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), note that the F.O.B are brand so that opposing players can know where they are located, in order to create conflicts around the F.O.B CSAT. -HALO Jump. NATO : -Rudimentary post, only light vehicles and light helo are available (transport, combat), heavy vehicles will need to be requisitioned from NATO IA. -Recruitment of up to 10 AI per player. -1 F.O.B crate (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), take note that the NATO F.O.B will be invisible in order to give an advantage to NATO players who are 4 times fewer in number. Globale content : -Approximately 80 operating areas. -Dynamic IA activity that adapts to the actions of players such as setting up mortar camps, S.A.M, land and air patrol. The zones where the AI are setting up installations are not indicated on the map, so as NATO gradually tries to block you with barrage shots or to defeat any air action. -Engineers can build sandbagwall (need a tool kit in inventory). -Zeus interface for server admin. -The group leaders of each faction have the automatic support (C.A.S, transport, ammunition drop). -Cleaning system (performance manager) every hour empty vehicles, body, stuff on the ground are removed to keep good server/client performance over the long term, players will be notified 2 minutes before the cleaning sequence. Script : !!! Be careful not to use the modes already included in the mission !!! -!!! NRE Earplug !!! -!!! Outlaw mag repack !!! -!!! Advanced sling loading !!! -!!! TAW view distance !!! -!!! AIS medical system !!! -!!! ZBE Cache !!! -Bon recruit unit -AI spawn script pack -R3F logistic -Virtual vehicle spawner
  19. I N S U R G E N C Y TAKISTAN [ REQUIRED ADDON: CUP:Terrains ] [ OPTIONAL ADDONS: TFAR ; CUP_Weapons ; CUP_Units ; CUP_Vehicles ; TalibanFighters ; TacticalBeard ; RHS:USF ] ACE3 Compatibility is still WIP! 'Takistan Insurgency' is a cooperative multiplayer mission/game mode for ArmA 3, influenced by the insurgency mission made in ArmA 2:OA by PogoMan and Fireball. [CO-27] FEATURES: SCREENSHOTS: VIDEOS: TO DO LIST: DOWNLOAD - 26.NOV.2017 SAMPLE SERVER SETTINGS: (OUTDATED!!!!) OFFICIAL SERVER: Hostname: ~TAKISTAN INSURGENCY~ [@CUPTerrains;@TalibanFighters;] IP: 199.188.102.218 Port: 2302 BattlEye: No FilePatching: Yes VerifySignatures: Yes TeamSpeak: ATCAG.TS.NFOServers.com Website: www.ATCAG.com
  20. TFM Missions Presents TFM: TERRORIST HUNT Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1914183097 TheFerretMaster Missions presents ArmA 3: TFM: Terrorist Hunt, a simple dynamic CQB game mode with a highly original name. This scenario simply lets you select a building, fill it full of enemies, then go kill them. No modifications are required and, due to the customisation and simplicity, this game mode is compatible with all/almost all modifications. The mission is fully customisable, easy to port to new islands, change enemy AI or limit player equipment. Features: Simple scenario, pick a building, pick the number of enemies, start location and time of day - then go clear the building. Mission automatically resets, allowing you to pick a new building and start again. After each building is clear, mission gives you performance data such as mission time and number of shots. Easily customisable, allowing you to use any mod with TFM: Terrorist Hunt Can be ported to new islands in less than a minute If you want to port TFM: Terrorist Hunt to new islands, change the enemy AI or limit the arsenal selections, watch this video to learn how: Changelog: v1.1 Improved location placement to make each come from a different direction Stopped box/satellite dish mating rituals
  21. After i found GluxDesigns awesome stranger things art in arma i got inspired to make a mission with the same theme. The result is a Horror scenario with the up side down as your main area. Cinematic Cutscenes. Singleplayer and COOP up to 4 friends. More information on steam workshop. Steam https://steamcommunity.com/sharedfiles/filedetails/?id=1901890107 GluxDesigns Art
  22. Hello everyone, hello community! 🙂 I am about to start testing a new multiplayer style. A new type to me, of course - sector control. I have a tutorial video of how to create such a mission. - inside this video you can see that a sector module has been created, synchronized to a trigger which represents the capture area - it is easy to set x numbers of such areas with modules and triggers to cover the whole map or a larger area, for example, with the option to choose the percentage of presence in order to retake it - let's say I want to create 10 such areas. I need a script that checkes if: example 1: more than 50% of them are taken by one side or another (which means 6 in my case), OR example 2: all of them are taken by one side or another. I think it will be easier to check the second condition, but I am not sure because it won't be easy to hold off all 9 sectors under your control while trying to retake the last one. You will need to place a lot of AIs around them or have a lot of teammates playing with you with proper good skills. So, after all, we need a script for one of these options to be checked, or may be you can mention and add another one as a better solution. In this case, do I need to name the modules OR the triggers and what would the script look like? When a condition is fulfilled it should end the scenario - for example if you play for the BLUFOR (west) or OPFOR (east) and you win or you loose, such a condition can be checked in order to end the scenario. I hope you get the idea. It will be interesting if there's additional condition to make the game longer in a win-loose ratio, let's say 2:1 or 3:2 rounds won for one of the teams. I wonder if this can be done... Thank you in advance and cheers! 🙂
  23. ========================================= Squad name: 1st Force Recon Delta Company Timezone/location : Europe (Timezone CEST) Gamemode preference (eg coop or pvp): COOP, PVE, PVP, FUNOPS Contact email: None Website address: https://discord.gg/U9BdcRN Short description: The 1st Force Recon Delta Company is a semi/serious milsim made up of Arma 3 veterans/newbies. If you are interested in joining check out our Discord for more info, and add one of the Admins/Mods. Language: EN =========================================
  24. Who we are? The Task Force Hornet is an ArmA 3 MilSim Clan established in 2016. We experience with our motivated members in missions realistic virtual military simulation and distinguish ourselves by the cohesion as a community, our discipline and the application of real military tactics in ArmA. Despite our military hierarchical structure, we always have a human, friendly and sympathetic atmosphere. What do we offer? Training With us you can expect a compact and realistic basic training in which all the necessary basics are taught to survive in a simulated operation. In addition, we offer various modules to train you competently for use with all conceivable weapon systems. Operations Weekly events are the basic building block next to the training courses. Here high-quality and historical missions are served by our mission builders on a silver platter. We do not limit ourselves to a certain country or a unit, despite the USMC, but let ourselves be surprised again and again. From a guerilla fighter in Brazil, to a Russian large-scale offensive, to observing a target for days on end, everything is there. Campaign Our mission builders constantly deepen immersion through large-scale, dynamic campaigns. Every step, every shot and every decision counts as to what the end of the campaign will be, and we want to communicate how serious decisions can be throughout history. Buddy system You're new to Arma? No problem, with our buddy system you will immediately be assigned an experienced player who will help you with advice and knowledge and answer all your questions satisfactorily. Sloting System In our community you can choose your own role for each mission and campaign, there are no binding slots. This gives you the opportunity to experience each role in a different environment of comrades and to quickly integrate yourself into the clan. What do we assume? 1. minimum age of 18 years (exception possible) 2. ArmA 3 with Apex extension 3. reliable and conscientious participation in missions and training modules How can you contact us? Website: https://task-force-hornet.de/ Application: task-force-hornet.de/informationen/ Teamspeak: task-force-hornet.de
  25. Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! 🙂
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